General Category > AVWW Brainstorming
Brainstorming ideas for minor rewards for defeating enemies.
Nanashi:
Hi Mr Park!
I wanted to ask - have you ever played a Monster Hunter game?
I think there could be some merit in using a simple crafting system for consumables rather than just having a vendor for them. You could get monsters to contribute drops towards such a system - say, kill 1 robots and get screws or nails, which you use with cedar logs to make crates. It'd solve the problem with building up a HUGE stockpile of crafting ingredients (especially with this new update coming up) and then never needing to go hunting again.
I really like moon orbs! I kind of dislike the flash of light spell because it made them sorta obsolete - and I like games where you have to plan your expeditions and supply yourself accordingly beforehand (although yes, some people find this gameplay very annoying indeed!). Right now, the primary way of getting consumables like platforms, crates and moon orbs is from finding stashes in buildings, but you mentioned that there'll be some changes to stashes in the works, and it was kind of frustrating trying to hunt down moon orbs to sustain my moon orb only no-flash playstyle, so I eventually caved in to using Flash of Light (RNG isn't reliable). We have ilari vendors using generic shards, but that's plain uninteresting (heatsuits and snowsuits are cheap) and the items they sell are in such huge quantities that I'm kind of puzzled why there even exists a limitation on platforms and crates - they may as well be infinite in supply.
With monster hunter, it was always nice to be able to plan expeditions keeping future expeditions in mind - items were limited (you couldn't carry more than 9 potions at once - want any more and you had to craft them in the field) and it really lent an immersive aspect to the survival bent of the game. The "scrounging/salvaging things" appeal has been around ever since Robinson Crusoe and the Swiss Family Robinson.
AVWW is at its core a Man versus Environment survival game, no? But there's no real survival pressure outside of windstorms (and the most preparation I've found vs windstorms is just to bring the no blowback enchant on a swap) - once people are rescued, they pretty much stagnate around the Ilari and don't really do much of anything. Defeating enemies doesn't just have to solely be to combat the overlord, forcing combat for survival purposes is a cool concept too.
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